#pragma once


#define WIN32_MEAN_AND_LEAN
#include <Windows.h>


struct tVector3D
{
	float fX;
	float fY;
	float fZ;
	
	tVector3D& operator+ ( const tVector3D& v )
	{
		fX += v.fX;
		fY += v.fY;
		fZ += v.fZ;
		return *this;
	}

	tVector3D& operator- ( const tVector3D& v )
	{
		fX -= v.fX;
		fY -= v.fY;
		fZ -= v.fZ;
		return *this;
	}

	tVector3D& operator* ( const float f )
	{
		fX *= f;
		fY *= f;
		fZ *= f;
		return *this;
	}

	tVector3D& operator/ ( const float f )
	{
		fX /= f;
		fY /= f;
		fZ /= f;
		return *this;
	}
};

struct tRect
{
	float fLeft, fTop, fRight, fBottom;

	RECT GetRECT( void )
	{
		RECT r = {	(LONG)fLeft,	(LONG)fTop, 
					(LONG)fRight,	(LONG)fBottom };
		return r;
	}

	bool IsColliding( tRect& tOther )
	{
		
	}
};

struct tVector2D
{
	float fX, fY;
};